Lonesome road worst DLC?

but he's strong enough to fight with deathclaw.
I saw him kills two deathclaw with his own with damaged upgraded.
 
I liked Lonesome Road, but I also disliked it.

I liked it because of the buildup to meeting Ulysses from all the other DLC's, this was it, your personal quest, the atmosphere and environments were cool, and gave you an idea of what the world looked like years after the great war, the terrain was rugged, harsh and radioactive, it did nuclear wasteland a lot better than FO3.

I also liked Ulysses's character, you could see from the start he was mentally unhinged, everything that had happened to him in his life was pushing him closer and closer to the edge, and just when he finally found peace, the carpet was pulled from under him and it broke him.

His personality was a broiling soup of well read intelligence, and insanity, and his convictions and insults meant something, especially his comments on your choice in faction, which personally made me actually think about why I chose who I did, and whether it was the right choice.

For me, it perfectly justified his ramblings, like I just said, he was well read, but also crazy.

What I didn't like was the enemies, or the insane difficulty, I found that DLC almost impossible to complete, the Tunnelers especially made me want to quit the DLC and read an online summary, it was absolutely ridiculous how overpowered some of the enemies were, and like someone else said, with all that difficulty, it really made the Hoover Dam battle seem easy and unimportant, not an epic final battle or even a struggle, but a chore.

In reality, the Divide should have been more Trap and Robot based, as the legions of Marked Men didn't make sense to me especially since, essentially, the Divide was very recently nuked and their survival was very unlikely.

Two or three groups of marked men scattered around the map would have made them a lot more eerie and intimidating, rather than having them be footsoldiers equipped with extremely high powered weaponry.

But yeah, having Lonesome Road be filled with traps and Old World Military Bots surrounded by the dead, both from the old world and the new one, would have made what you did to the divide have more impact rather than having hundreds of well equipped survivors and incredibly strong animals.

The Divide should have been dead, with only a few living things.
 
Yeah, but once I dived into the DLC, I never thought it was right to get so far along the road only to turn back.

I just kept going.
 
Then it would be hard.
but actually the DLC gives enough tools to solve the situation.
for tunneler and deathclaw, flare gun and flash bang can help much. 10mm SMMG is useful to kill low DT enemy like tunneler.
for deathclaw, marked one gives you enough weapon to beat them. for marked one, they are easy enemy. I killed lots of them only with service rifle. the only problem is sentrybot.
stop shooting missle please....
but for them, the base provides enough way to solve them if you skill is high enough.
 
The problem with attacking Tunnelers with Flash Bangs is that I usually get anally assaulted before I'm able to pull the pin.
 
for them, blasting with SMG+hp or JHP is the best solution.
and don't use grenade to enemy who are charging to you.
it's just waste of grenade.
 
^YCS/186 + Max Charge + Free Aiming + Implant GRX = Tunnlers?
________________________
I 'WAS' an AMR fan..
 
When I fight Tunnelers is the only time I use the Red Glare, I just go all Macross Missile Barrage with that thing while walking ackwards like a maniac, I end up with a leg cripple or little health, but the Tunnelers are usually all dead.
 
woo1108 said:
Why you use YCS to fight with Tunnlers?
you het killed while reloading.
Bro, you took Psycho? Rest.. You'll feel better..

Aaaand no I didn't get killed I took Implant GRX @ lvl 30 and 32 making the game pretty much a slow-mo Max Pain.. Loved that! I always thought I could activate Implant GRX the way the NCR Vet Ranger activates NV at the intro. It was badass.. Little like the console title Haze..
 
I use Implant GRX with Rushing Water (Honest Hearts). 50% Increased attact speed means a lot in GRX and with Day Tripper Perk, the effects last a little longer. Give me an edge over the tunnlers and gives me the ability to snipe them with YCS. However they spawn right next to you but un-aimed shots to the head works fine. It worked for large groups of marked men, like in the end of the DLC, I just went to sneak mode and used above combo with a Stealth Boy. Ulysses was waving a 12mm SMG for God knows why and he didn't need to fire a shot because the combo works great if you have good hand to eye coordination, simply take their heads off as they enther the large open area. Just one GRX and Rushing Water makes me XLR8 and slaughter any Legion hit squads after I complete Boon's quest at Bitter Springs (I hate the Legion, kill'em on sight and killed Ceasar with a Flame Thrower).
 
Overdose ruins your game :lol:
if you are melee user or hand-to-hand user,
the drug would be essential.
but using gun? I bet you don't need drug to
beat whole game.
 
Josan12 said:
Does anyone know if there's any reasonable justification for this, BTW??
Um, yes? Is that a serious question? LR ED-E was an essential character, meaning he was absolutely pivotal to the completion of the story, so he COULD NOT die, for narrative purposes. Now, if you wanna argue that it's not a proper justification because they could have just made you fail if ED-E died- like how fighting the Overseer in FO1 would just get you killed, and killing your mother in FO2 would instantly give you a game over -that would be a viable point for discussion. But arguing that there was no legitimate reason is bullshit. ED-E was central to the entire story of "Lonesome Road", and his survival up until the very end of the DLC was necessary.

It could have been done better. It could have been approached in another way. But it was a legitimate reason, even though the end result was being left with a God Companion that caused many players to react by deliberately exploiting his presence to negate the region's otherwise painful difficulty with free zombie bait.

AlphaPromethean said:
I liked Lonesome Road, but I also disliked it.
[...]
In reality, the Divide should have been more Trap and Robot based, as the legions of Marked Men didn't make sense to me especially since, essentially, the Divide was very recently nuked and their survival was very unlikely.
[...]
The Divide should have been dead, with only a few living things.
I pretty much felt the same, word for word, with this post. If it was filled with more traps, and you found the Marked Men much more sparsely, their arrival and appearances would have been much more jarring. It would have explained away the traps, and yet the imposing feeling that the dangers of the Divide posed wouldn't have been lessened any. Like I've said several times in this topic, my only real gripe with the DLC was its huge disparity in difficulty from the rest of the game. Yes, most players were going to obtain the DLC for a character they'd been playing who was max level for a long time and had learned all of the tricks and quirks of every enemy, so it "had" to be tougher for those players, but at the same time... no it didn't. Patching the game with fixes for exploits and adjustments to balance solve the problem of players becoming Gods while presenting a new journey to be traveled that still feels ominous and imposing. Many games have done it repeatedly. The DLC Episodes for GTAIV didn't throw in 10x the enemies toting ridiculous firepower, it was the same scaling of missions from the original game, AND it gave you hilariously powerful weapons on top of what you had available in the original title. But they didn't feel EITHER "too easy" or "overpowered". There are ways to challenge players that strike a balance with the rest of the game without just ramping up the "difficulty" (which isn't actual difficulty) in one specific area.

Ulysses was a great character. The setting was amazing and the atmosphere was immersive and compelling. The story was riveting, and seeing ED-E die at the end really left me in tears (had it really been the end of the actual game, it would have genuinely given me pause to consider, "Do I really want to nuke all of the people I just saved... to spare one non-living companion of its demise? I think I actually do!"). I loved the DLC, and if it wasn't for the Survival Horror themes of "Dead Money", which is probably just more interesting to me, it would have been my favorite of all the DLCs. It was a great experience.
 
SnapSlav said:
Josan12 said:
Does anyone know if there's any reasonable justification for this, BTW??
Um, yes? Is that a serious question? LR ED-E was an essential character, meaning he was absolutely pivotal to the completion of the story, so he COULD NOT die, for narrative purposes. Now, if you wanna argue that it's not a proper justification because they could have just made you fail if ED-E died- like how fighting the Overseer in FO1 would just get you killed, and killing your mother in FO2 would instantly give you a game over -that would be a viable point for discussion. But arguing that there was no legitimate reason is bullshit. ED-E was central to the entire story of "Lonesome Road", and his survival up until the very end of the DLC was necessary.

Well i'm suprised invincible ED-E didn't piss anyone else off as much as it did me but then for all I know you guys don't play hardcore so of course it wouldn't. Yes - i understand he's an 'essential' character but as you point out there's an obvious solution to that (ummm - don't make him essential like all other companions)

I find it really immersion breaking when i'm exploring a believable world (Which NV does pretty damn well) and suddenly I get a message saying 'your companion is invincible' when i've deliberately chosen this not to be the case.

Well, i'm sure there's plenty of other gamers out there it put a big hole in LR for.

if it wasn't for the Survival Horror themes of "Dead Money", which is probably just more interesting to me

Damn this sounds good. I still haven't got to Dead Money yet and you make it sound like exactly my kind of thing. I did read you can't take any gear into it also which also sounds like an excellent design choice. Looking forward to it....
 
Josan12 said:
Well i'm suprised invincible ED-E didn't piss anyone else off as much as it did me but then for all I know you guys don't play hardcore so of course it wouldn't. Yes - i understand he's an 'essential' character but as you point out there's an obvious solution to that (ummm - don't make him essential like all other companions)
I never said it wasn't a pisser, and it's a poor assumption to think that most of us here don't play on Hardcore. I was SHOCKED to learn that non-Hardcore mode, among other differences, had "immortal" Companions, because I never played the game without Hardcore selected. But there's a difference between saying that something is bad and something is pointless. ED-E's immortality was bad, but it was there for important reasons. It's short-sighted to simply suggest that they NOT make him essential. Doing so would've skewered the story of the DLC, which was rich and enthralling all the way, so that would've been really unfortunate. All things said, while it does snap you out of your daze and remind you that this is just game, while it's abusable to use him as unkillable bait, while it's a cheap cop-out, ED-E's immortality is a small problem that makes way for a much richer experience. I'm not campaigning that it's fine the way it is and it's perfect, I'd much rather that "Lonesome Road" was COMPLETELY differently handled (mentioned earlier). But I am saying that given the good that we got, the bad is practically negligible. The same could not be said for many other things.

Josan12 said:
if it wasn't for the Survival Horror themes of "Dead Money", which is probably just more interesting to me

Damn this sounds good. I still haven't got to Dead Money yet and you make it sound like exactly my kind of thing. I did read you can't take any gear into it also which also sounds like an excellent design choice. Looking forward to it....
It's not that you can't take anything with you, you just can't keep it... Unlike HH, which warns you ahead of time and causes you to manage your inventory prior to your departure, DM takes you by surprise and once you finish recoiling from the experience you find yourself stripped of everything you brought. That's part of the Survival Horror motif that I enjoy about the DLC, because without being scripted (unlike much of LR's encounters) the DLC still dictates the manner and pace that it plays out. You don't get to come strolling in with some absurd gear to wipe out everything in the blink of an eye. You need to scavenge for what you equip, and the desperation for ammo and medical supplies in "Dead Money" was a sensation that I sorely missed from the rest of the game. I had to be careful, not because the denizens of the DLC were super-powerful, not because the traps were overpowered insta-kill scripts, but because I had so little resources that my carelessness would snowball into certain death eventually. Combined with the unique manner that the DLC arranged its map and the different traps you'd encounter, no matter what companions the DLC let me bring along and what perks they'd give me, the Sierra Madre always kept me guessing and that made me wary at all times. It was a subtle touch, but one that made for a masterfully engaging experience.

It was near-perfectly designed, because it's the one and only DLC that I always miss upon completion, and with the parting words from the Epilogue, you know that was intentional.
 
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